Master P Ghetto D: A look back at a classic gangsta rap album

Between the years of 1995 to 1997 there was a war waging between the two coasts of the United States. The East Coast Gangsta Rap scene, led by Puff Daddy and his boy Biggie Smalls, against the hardened West Coast Gangsta Rap scene led by veterans of the L.A. gang scene, and pioneers of the genre N.W.A, Dr. Dre, Ice Cube, Eazy-E, and newcomers Snoop Dogg, The Dogg Pound, and 2Pac. While Death Row Records was at the forefront of the West and Bad Boy was taking the helm in the East, there was a newcomer about to bust things wide open.

Shots were fired, literally, in late 1994 when 2Pac was gunned down entering the Bad Boy Record studio. He miraculously survived this attack, taking five bullets and then recovering to launch the war full force at Death Row records a couple of years later. In September of 1996 the shots fired again, this time ending 2Pac’s life. Presumably in retaliation, or perhaps as an indirect results of the gang wars, for whatever reason Biggie Smalls was shot and killed just a few months later right before the release of his double album, Life After Death.

Just when everyone thought the Gangsta Rap genre was going to fizzle out, Puff Daddy quickly dropped the gangsta rap persona and shifted to a more radio friendly hip-Pop sound, reminiscent of the main stream sound Will Smith was employing. The gangsta scene looked like it was going to disappear for a brief moment. Even Bad Boy’s next rising star, Ma$e, altered his gangsta image to a more MTV friendly look and their music videos reflected this by focusing more on their flashy parties and money than their gangsta life styles as previous videos had done. The Mafioso rap would live on, under the head of superior producer to Puffy, Jay-Z, as his masterfully crafted Rocafella Records picked up the pieces of the crumbling Bad Boy empire.

In the middle of all the coastal wars there was a new gangsta rap guru waiting to take over and push both Bad Boy and Death Row into obscurity. The mans name was Master P. The record label was No Limit Records. The album, Ghetto D.

By the time No Limit Records came onto the scene, gangsta rap was either west coast G-Funk or east coast mafioso, the southern blend of hard core street and down to earth thugs just trying to make a living was a different change of pace. Although No Limit Records quickly supplanted the two dominant gangsta rap labels of the day, they did so using the very same talent Death Row used to launch. Snoop Doggy Dogg, rebranded as just Snoop Dogg when he left Death Row and joined No Limit. This story is going to focus on the record that made the shift happen. Keep an eye on part two where you can learn more about Snoop’s time with Master P and company.

Ghetto D (short for Ghetto Dope, as per the albums title track) came out hitting hard and fast. The first track on the record hits you in the face with it’s message, “a shout out to drug dealers” as the record claimed. The record didn’t spend a lot of time talking about pimping hoes, drive by shootings, or hit men coming to snipe the snitch, the record just painted a picture of a working class thug trying to make a living selling drugs.

The album gets straight to the point with tracks like Weed & Money, Ghetto D, and Stop Hatin’, it’s the single and subsequent music video that really propelled the record to mainstream recognition. “Make Em Say Ugh!” quickly became a radio hit, a hit on MTV and the anthem for the new wave of hard core gangsta rap that was about to burst onto the scene. That track brought the entire No Limit studio crew right to the front of the Hip-Hop scene and proved that gangsta rap didn’t have to take a side in the deadly gang wars.

The record itself is massive. It sports 19 tracks of pure, hard core hip-hop. Not a single track of interludes, fake radio broadcasts or people talking. The album didn’t tell a story using theatrics like Doggystyle, a superior gangsta rap album in many respects, it did manage to get straight to the point. Master P didn’t need a lot of story lines cluttering up the record, he let the music speak for itself. With solid base lines, quick battle raps, hard beats, and lot’s of G-Funk melodies mixed with some southern beats, the record demonstrated there truly was a middle ground to the gangsta rap turf wars.

1998 was defined by the sounds of Master P, C-Murder and Silkk The Shocker, all who quickly dethrowned the entire Bad Boy and Death Row crews from prominence. Ice Cube, one of the founders of the Gangsta Rap scene, turned to Hollywood and left the music industry mostly behind. Dr. Dre responded to the  new label by hiring a White Boy to get his game back on track. Snoop Dogg himself even followed the old, if you can’t beat em, join em, mantra as he released several albums on the record label that left Death Row in the ashes. Silkk The Shocker would quickly follow up Master P’s glorious sounding Ghetto D with a record of his own, Charge it to The Game, featuring the hit “It Ain’t My Fault” and prominently featuring newcomer Snoop Dogg on some respectable gangsta tracks.

Much like Doggystyle before, each track serves a purpose in getting the listener to fear and respect the talents of the producer behind the scenes. Ghetto D rose to the occasion of filling in the gaps created by the decline of the two East Coast/West Coast giants. Their reign didn’t last forever as Jay Z and his Rockafella Records would soon surpass all three gangsta rap labels in terms of sales, money, presence in the market, and number of important artists all combined.

The aftermath of the decline of the Coastal Wars left Death Row in ruins, Bad Boy turned pop, and Dr. Dre selling records featuring a bleached blond Backstreet Boy lookalike. Master P stood up and reminded the world that gangsta rap music could still be about hard music with a prominent message interlaced within some head bobbing tracks. Ghetto D is easily one of the top 25 gangsta rap records of all time.

The story of a home brew part 2: A case study of one game that did it right

The Immortal John Hancock, a prominent YouTube gamer, posted a thread on June 3, 2016, to a Nintendo collectors’ forum asking for a programmer for a potential project. Antoine Fantys was the programmer that answered that call.

From his early days as a programmer fiddling around with BASIC on his Commodore 64, Fantys wanted to be a programmer.

“I came across a Commodore 64. The beauty about this machine was that you could learn BASIC programming and program simple games directly on the computer.” he said.

“I ended up learning BASIC and coding my first games on a retro platforms, which included text adventures and a horse racing game of all things.” he added.

His interest in retro games began with his NES games on a Game Boy Advance, which later developed into full blown passion once he discovered YouTube.

“I found footage of the first Super Mario Bros. on the NES. Finding out about Super Mario Bros. and all those games of yesteryear sparked my interest in retro gaming, and especially the NES” he said.

When Hancock made the call asking for a programmer, he jumped at the opportunity. It was his chance to do something for the community, and make a name for himself while honing his programming skills. He reached out to Hancock via that forum and they two went to work.

“The game was John’s idea. I believe the game was a favorite of his. It’s based on an old 1981 Stern/Konami arcade game called ‘Turtles.'” he said.

He knew right away it was a project he wanted in on.

“As soon as I saw the video of the game John sent me, I knew I would like to work on this game because such arcade games are fun and easy to port on a console like the NES.” he said.

Fantys got his start on the NES doing, in his words “crappy rom hacks.” From there his interest grew. He found his way onto a Nintendo fan site that had a home brew section and he began learning the programming language of the NES.

For the most part, he works alone. He will occasionally bring on help with the music, in this case he did it all.

Once the game was finish John Hancock shared the story to his YouTube channel. From there John Riggs took the game and turned it into a charity work for an gaming expo he was a part of. With the help of prominent YouTubers, Fantys was able to get his name, and work, to a wider audience.

When it comes to ROMS and the home brew scene. Fantys tends to play it safe. He doesn’t make his roms he owns available, choosing to just sell carts if he can. He indicated he would consider using a form of DRM if it was a work he owned the rights to, yet he did claim he often sells the rights to his games.

This is where the gaming community and the home brew scene can come together. While I believe it to be okay to download roms of games nobody is profiting off, of course except the re-sellers making cash on second hand merchandise, I think original games have a right to be protected. On the other hand, when it comes to games like Pac-Man, Mega Man, Mario, Zelda, etc., then the user should make a attempt to purchase, or obtain, a legal copy before pirating. In this case I tend to favor supporting the Nintendo eShop, the PSN, Xbox Live Arcade and Steam. It sucks paying money for a ROM of a game you already owned at some point in time, yet you do have to remember once you sell the physical cart you sold your rights to the program on that rom. Also owning physical carts does not automatically give you the right to the program stored on the carts rom chips.

All things considered Fantys took a game someone else already made, an arcade game, and ported it, at the request of a collector in the industry, and made it available as a clone to those who were interested in obtaining that version. Since the game in question is based on someone else’s property, it stands to reason the gamer who does wish to play the game would be better served tracking down a legit copy, or playing it on MAME if they have no other option. The real need to play a ROM of a port of an arcade game to the NES, decades later, seems kind of counter intuitive. Is it scummy, shady or illegal what Fantys and Hancock have done? I don’t think so. They made it very clear every step of the way it was a clone of an arcade game, they made it very clear they were making it available to collectors who wanted physical copies, and it was done as a labor of love to the community of home brew gamers, programmers, collectors, and retro gamers in general. All in all this is how you do a retro/homebrew based on existing works the right away.

Now if they called it Turtles, basically recreated the original game in its entirety line byline and tried to sell it a their own without recognizing the original rights owners, that would be a different story entirely. Kudos to Fantys and Hancock for creating a project that was done out of passion for the scene, the community and the love of retro games. While it is easy to get caught up in who owns the rights to what, which degree of piracy counts as infringement and where the line should be drawn, at the end of the day all that really matters is gamers get to enjoy the works of programmers who enjoy making games for others to enjoy. It’s the circle of gaming.

Be sure to check out his YouTube video discussing the game Here

 

 

 

The story of a home brew that redefined what it means to be a home brew: Part 1 the morality of home brews.

A kid turns on a small, square shaped tube television set his parents kept in the basement for some reason. Hooked up to the TV is a square, mostly gray box. Inside the box is a tiny little rectangular piece of plastic that holds some computer program inside a ROM chip. The kid turns the TV to channel 3, pushes the piece of plastic down into the slider, closes the lid hits the power button with fingers crossed the game turns on this time glitch free. If everything lined up perfectly, the cart was cleaned, the console was dust free, the stars aligned just right, the game would begin. If not, the ritual of blowing into the cart, wiping the spit/grime of with a Q-tip, then jiggling the cart in, shaking it, pushing reset 25 times, etc., would commence in hopes things would find a way to get to work.

Everyone that was a Nintendo gamer in the 1980’s went through a similar ritual at least more than once in his or her life. The reality was the NES, as fondly was we try to remember it, was actually a terrible product. It required constant maintenance, care, cleaning, the cords were fragile and easy to bend, the controllers, while sturdy, were made of a very hard plastic that could crack or break if not taken care of properly. It had sharp edges that dug into kids hands, the console it self was sharp edges that if you weren’t careful could stub a toe on or hit an elbow or in some cases just jam a finger trying to shove the stupid cart into the machine. While any game would legitimately have GOOD memories of the games they played, when they in fact worked, more often than not we tend to push aside the negative memories we really have of the NES and allow blind nostalgia take us on a trip down memory lane.

One of the reasons we forget is, aside from a small subset of eccentric collectors, most gamers don’t actually play their old NES games on physical NES systems anymore. In fact, even a growing number of those who do play using PHYSICAL carts, do so on either refurbished consoles with extra money put into keeping the machine working, or in those increasing cases, play on a clone console that actually, compatibility issues aside, works better in many cases. The need to own a physical cart is even supplanted, but still satisfied by those who purchase a FLASH cart and load it up with ROMS. The point is there are a lot of different ways to enjoy an old NES game, playing the original cart on original hardware worry free is not the number one way of doing so. Despite that there remains a retro and home brew gaming scene who prey on the customers who have desires to relive, a false version of their childhood. These people are not all predators, some are but most are just coders who have fond memories of the NES and want to share their games with others. The problem is some of them take it a step too far, going as far as implementing copy protections on games they didn’t actually create, they really just took someone else’s design and made a port, calling it their own work and preventing others from playing the games the way most gamers actually DO play NES games, on a emulator minus all the hassle of tracking down all the satanic little emblems you need to make your retro machine work. Hyperbole aside, I have never in my life had a good experience picking up a USEd NES cart, inserting it into an original NES and it just worked. Not even when I was a kid and the machine was fairly new. We would rent games from the video store and I would spend the first half an hour or so just fighting the stupid thing to get it to work. You only had a game for the weekend if you were lucky or 1 night if it was a new release, so every second you spent twisting and tugging on carts was precious sec onds you would have been playing, what could have ended up being a shitty LJN game.

If you put aside the fact that most people don’t game on physical hardware, then why is it scummy for a programmer to charge money for a ROM they programmed? They put in the work and time after all? Honestly, it’s not scummy to charge for your time or work. It is, however pretty shady if the work you did was merely just porting a game some other creative person actually thought up and created decades back. If all you are doing is copying someone else’s work I, personally, think you have no right to sell it to the general public. If you want to sell your work to a collector, the physical cartridge, the art work, the case, etc., fine by all rights, but when a programmer, or coder, ports a game from another system, or just hacks a rom and calls it their own, to me that is kind of shady.

At the very least, if you can get permission from the original programmer, or their blessing then by all means do so. Sometimes copyrights are infringed but they can be done so in certain contexts without repercussions. My stance has always been respect the copy rights of those who do the actual creative work, not the pirates who stand to profit off other peoples work yet claim it as their own.

I do understand as a new programmer, especially one unwilling to actually go to college and get a job in the industry, starting out you need to get experience somewhere and porting other games to a new platform, or writing a clone program is certainly a very TRUE and legit way of honing your skills. However, make sure you let people know your CLONE is just that. I am okay with clones existing and if you want to sell a clone game by all rights you should be able to do that, as long as your clone is at least somewhat original or at the very least going to a good cause.

I did some digging into the behind the scenes development of a few different clone games, some home brew games and some rom hacks. There are cases of games like Battle Kid where the game is truly original the programmer has every right to brag about what his or her team accomplished. Games like Pier Solar are cornerstones of the home brew and aftermarket industry. Then you have the 150 thousand Super Mario Bros and Sonic 1 rip offs that just alter the sprites, rearrange the levels and try to pass it off as something original.

All of this has to have some middle ground. While I certainly do not in any way begrudge a programmer cutting his or her teethe on doing a rom hack or a home brew that is basically a clone of another game, there needs to be some honor in doing it. First, you should make sure people are fully aware it is a CLONE and do your best to reference the original game, if you CAN give credit to the original programmer, and better still if you can at least make an effort to reach and and get said programmers blessing more than anything great fantastic.

There are examples of some scummy home brew hacks who profit off other people’s work, I won’t list them you can dig up the dirt your self, google home brew. There is one hack in particular who just did a straight port of a certain PC game to a long dead nobody cared about console, I won’t say more than that except it’s not even a clone he did it entirely as a straight port. This, to me, is a gray area closer to don’t even bother. Now if it’s an open source game go ahead.

Then there is the example I want to highlight if you are still reading. This is a two-part story, part one set the stage, which is all the opinion above. Keep in mind my opinions are just that, my opinions and are meant to get people thinking. There is no need to attack me, argue with me, or hate me for getting people to think. If you disagree, share that, explain, in a civilized way, why you disagree and maybe I will listen to what you have to say. I often make claims not as my own but just to get people to really think about things so they can defend their stance.

That being said, I do think home brew games are fantastic, and when they do get a physical release for the collectors to enjoy, I am all for that. I think roms should ALWAYS be dumped at some point, minus copy protection because one, if nobody is copy protecting Mario or Zelda games, games Nintendo still profits off, then they shouldn’t be copy protecting their own roms. Two, I believe that roms should always be available for preservation purposes even of new games. The reason, the collectors who WILL pay for the game are not going to download a rom and those who WILL download the rom were NEVER going to pay for the physical cart in the first place. If you want to hold the rom until you know the collectors who want carts all have it and then dump it, DRM free at a later date, fair enough, do that. But holding a rom hostage, especially when its not a 100 percent original work, is shady at the very least. Holding roms hostage when it’s a rom hack or a prototype is 100 percent scummy, UNLESS you are the actual copy right holder and you just don’t want your failures made public, that is your right.

So when is it okay to charge for a rom and when should you limit the audience of your game? In the case of Battle Kid, that is an easy answer. If the game is 100 percent original and you did the work, then preventing people from stealing your work is your right. I also agree that Nintendo has a right to prevent you from playing Super Mario Bros. on your PC, support them buy a 3DS if you can’t stomach the Wii U, and download the rom from their virtual console. If a game was released by a company that no longer exists, and the only people who profit are re-sellers of used copies, then by all rights pirate that game all day long if you so desire. It’s technically illegal but it’s close enough to fair use you should be able to justify it.

What about when a programmer takes an existing game, say Pac-Man, and ports it to a system it never had an official release, say the Channel F, as an example? Should this person have a right to copy protect THAT rom? No, because it’s not their work. They have a right to burn the rom to physical carts and sell those to all of the collectors that are willing to pay a price for it, but copy protecting that rom is wrong and should not be tolerated. However, come on if you aren’t buying a physical copy why would you want to play an inferior port if there is no historical context? As bad as it is I do re-play the Atari 2600 version of Pac-Man from time to time, because it has historical value and I had it as a kid, there is nostalgia. Nobody had Pac-Man on their TG-16, it was never ported officially to that, so if a rom hacker makes a port of that game and sells it, that is fine for a CART but wrong, in my opinion, to sell a ROM. Even releasing the ROM to Steam is wrong, not to mention that is actually illegal no question.

But what if its a clone. Not a true port but a game made to resemble another game? KC Munchkin was considered a Pac-Man clone. While I disagree with the courts decision to pull it from shelves, the fact remains it was pretty much a clone. However, there is historical context there and nostalgia. What about porting PC games to non-PC systems, or would it be okay to port Super Mario Bros. not a rom, not an emulation but a re-programmed straight port, or clone even if you will, a la, Giana Sister, to a PC? I think even this is acceptable to do, but not to profit off.

Here is where I draw the line. A truly original work that is your own, charge money for it protect your copy right until your death and leave it in your will to someone you love. If it’s just a labor of love, a practice, a port of someone else’s work to a system that didn’t already have that game, if you want to sell the physical cart to collectors fine but let the rom go to those who will download it do so. I mean as a gamer myself I don’t download rom hacks or games that didn’t exist anyways, like I said I need historical context or else I have no interest in playing Mortal Kombat on a SNES, I would be better playing the actual arcade port on PS3 or the rom on MAME.

Check back for part 2 as I investigate an outlier I think did it right, but did leave room for error.

 

The story of how a film student turned news reporter: A tale of two interests

Once upon a time, in a world gone mad with fake news, there was one man who decided to change his entire life plans for what seems like no good reason.

This isn’t going to be a full biography or even a memoir. It’s more or less just a recounting of the events that lead me to go from studying film in college to working in the news media business. It wasn’t really a long journey but there were some detours along the way.

It all started when I was 12 years old. My parents bought me an old fashioned typewriter and I set out to write my novels, screenplays, and short stories my imagination had been dreaming up. If it sounds cliche I apologize, but it’s very true. Except the year was 1994 and we couldn’t afford a computer. That is a story for another day. It would be 2 more years before I would up able to upgrade that typewriter into an electronic one with a floppy drive built in. It would be another 4 years after that before I would get my first desktop PC and 2 more years before we would get a printer hooked up to that PC.

In all that time I never stopped writing. I always said my dream was to be a writer. I didn’t care what I did I just wanted to write stories for a living. The thing is, I had no direction, no motivation and very little self esteem. In high school my interests changed. At some point I decided I needed to start a band because I thought that would impress this girl. That dream would morph into a very failed pursuit of a career as a Hip-Hop/Techno DJ. I would go back and forth mixing and scratching my way into releasing several independent, underground records. I even went so far as to scrap together enough money to start up a record studio. Okay it was in the closet of my sisters bedroom in an apartment we shared, but I felt like it counted, it had to. I never stopped writing though. I hadn’t considered myself a write at this point, a song writer to some extent but I never really counted that as “real writing” in my mind.

During this same time I also began pursuing a side career in video production. At first I picked up cameras, editing equipment and microphones in an effort to produce music videos to accompany my music career. The truth is, my interest in making music videos waned and then I shifted to making short films. I also dabbled in internet videos, migrating to YouTube once that became the big thing. Always a rebel, not a follower, I intentionally avoided YouTube only using it to host videos but sharing them on my own website and promoting them through Google Ads and Myspace because that was what I thought I was supposed to do.

Around late 2008 I was invested in starting up a new venture. I was trying to make a series of web videos that would mimic the style of content that was airing on G4 as the network was dying and I wanted to keep that type of content alive. I doubled down on video production, eventually walking away from the music for the next few years. It would take a major life change before I realized I needed to get serious and do something different with my life. I decided while I was living in a run down house in the middle of nowhere Nebraska with no job, no vehicle of my own and no plans for the future, I needed to do something real with my life. It was then I decided to try again going back to school. I had applied for loans, grants and scholarships before but since I was intent on going to film school I was always limited in my options. I tended to apply for schools that wanted more money than I qualified for. Then I decided to just take what I could get. I settled for enrolling in a Broadcasting program at UNK, that is the University of Nebraska at Kearney, in Kearney Nebraska.

My plan was to major in Broadcasting (taking video production, editing, creative writing, and other courses) while minoring in Theater. This way I was getting the technical skills I would need to make films while also getting a foundation in the theater arts. I knew I would need to work with actors and set designers in order to get any film project I dreamed up off the ground. Then something catastrophic happened. I won’t go into the details but due to hysteria following recent campus shootings, stabbings, etc., I found myself in being asked to leave my university over a hunting knife  friend gave me as a gift. Being the defensive type instead of just going along with what they were asking of me I pushed back, eventually getting to the point they revoked my scholarships and asked me to withdraw entirely from the university.

With no where to go I quickly enrolled in another school in the area. They didn’t have either a broadcasting program or a theater program, so I had to transfer my credits into the closest program they offered, Communications Studies with an Emphasis in Mass Media. It was close enough I could settle for that.

I didn’t enjoy the fact I was no longer enrolled in film courses or studying the subject I intended, but I was just relieved to still be in school working towards something. Through all of my video editing I eventually landed a summer job as a videographer for a wedding photography company. During the course of the summer the videographer who I was working with told me he was a production assistant at the local TV station. His dream was also to become a filmmaker and he had a blog reviewing films on the side. I saw this as my chance to step into the world I had been dreaming of. With his recommendation I applied for a job at the TV station, and landed a spot as a Video Editor. At last I was doing exactly the job I had gone to college to get. It wasn’t my actual dream job, it was just an entry level but I was just happy with that.

Barely 2 weeks into working at the TV station there was an immediate hole in the production team. A morning camera operator quite suddenly and unexpectedly. They asked me, since I had worked as a videographer, to step into the role of camera operator for a couple of days a week. This was in addition to the three days a week I was video editing on the evening shift so it gave me full time hours and I got to work in the studio not the newsroom. I was excited just to be in the studio. I was happy to do the grunt work, micing up the talent, situating guests, running cords, and pointing cameras where they instructed me. They were so impressed with how quickly I adapted they offered me a full time promotion to Assistant Producer, complete with a raise in pay and benefits. I was so happy I couldn’t believe how lucky I was to be living my dream.

I never stopped wanting to write. I kept working on my blog on the side hoping eventually I could work my way into reporter or newscaster because I wanted to get out of production and into the exciting world of news. My first news report came when I answered the phone and learned a local family had been killed in a major wreck. I scrambled to take down the info, ran to my desk wrote up a short little news brief, turned it into a reader (that’s what we call it when the newscaster just reads the info no graphic or video) and sent it over to the booth. It was my first chance ever writing a breaking news story, an the thrill was unbelievable. I would slowly get to help out writing stories as I worked in the newsroom. I wasn’t a full reporter, I was mostly in charge of re-wording AP stories we pulled off the wire but it was still better than nothing.

After nine months doing this I realized I needed a change of scenery. It was a small market TV station in the middle of Nebraska. Most of our stories centered on community happenings, local sports and a lot of corn and livestock stories. I even found myself producing a weekend, pre-taped agriculture show. I needed to spread my wings and get out of Nebraska. I made a life-changing decision to move to Texas.

Once I arrived it was time to find a job. I tried the local TV news stations first. The ABC affiliate hired me right away. I had previously been working at an ABC station so it was an easy fit. But something was wrong this time. They didn’t have an opening in production or the newsroom. I didn’t have enough experience as a writer or reporter to get an on-air job so they stuck me in Master Control. For those that don’t know MC is the room where all the switches are. It’s the person in the dusty closet making sure the commercials run. It’s your job to watch all the shows, log the commercials that air, the time they air, and cross them off if they get dropped. For the most part, it was a boring job sitting watching TV all day while also making sure you were keeping the programming going back and forth between local and network. It was a lot harder than it sounded but it was still easy. The problem is it wasn’t anything at all what I wanted to be doing. There was no writing, no video editing and no camera work. It was just sitting in a closet pushing a button when they light flashed. My first day taking the helm the guy training me took a lunch break at a time he thought was the easiest. Once you get into Prime Time it’s basically all automated. At that point you just put a check next to the name of the commercial when it airs. In other words you just sort of sit there babysitting but not doing anything productive. The problem was the transition hadn’t occurred. There was still one more local commercial break, the lead into Prime Time. I missed my cue and the station went into Wheel Of Fortune, blank. It was totally black for 2 whole minutes. It was actually 3 minutes, 2 minutes of commercials and 1 minute into the show. That meant the station lost thousands of dollars due to a mistake I made. Needless to say that was the end of that job.

With no prospects and the other TV station not returning my calls I decided to try something different. I got in touch with the career counselor at my University, I was still enrolled as I was finishing up taking online courses. She helped me re-write my resume with an emphasis on my writing and creative talents. Then I sent my resume out to radio stations, newspapers and local print shops. I had an interview with a radio station for an internship. I was excited for the offer, but it was an unpaid internship that required college credit. I began the process of writing up a lesson plan, finding a sponsor at the university I was attending and then I realized I still had a car payment due, and other bills piling up. I took a part-time job delivering pizzas for Dominoes. I don’t know what had changed from the time I did it before or if Texas was just different but they were taking my tips out of my paycheck and taxing me for them. I was driving 18 miles to work and wasting all my gas to get a very minimal paycheck. Between that and the unpaid internship I was sinking into debt, fast.

In order to get by for the summer I pawned all my video games. My PS2, PS3, PS4, Wii, Wii U, all my games, DVD’s and Blu Ray discs. I still had to pay that ticket back so I was scrambling. Finally literally on my birthday I got a phone call from the local newspaper. Literally the local newspaper in the very town I was living had an immediate opening for a staff writer. It was exactly my perfect dream job and it came to me, on my birthday. I felt like that was God’s way of saying here you go, you worked hard, persevered an stayed faithful now have at it.

I have been at that weekly newspaper for 2 years. I can honestly say it truly is my dream job. I always wanted a job where I got to write stories for a living and that is what I am doing now. I still found I have time to write for my own blog on the side and even keep working on those novels, screenplays and short stories whenever I find the time, or motivation. You never know where you are going to end up but I read these kinds of stories all the time when I was working at a gas station for minimum wage buying scratch tickets on the off chance I might win enough money to afford a pizza that week. Now I have my own apartment, a decent car, am paying down my student loans and truly am living the American dream. It’s not the dream I set out to pursue but if you have a skill, talent, or vision don’t give up just hang in there and see where life takes you. No matter what happens, take every opportunity you can get because you really never know where this life with lead you

That’s how I went from studying film and dreaming of becoming a Hollywood producer to writing for a weekly newspaper. When I look at the careers of some of the most famous authors and artists of all time, many of them worked at newspapers during the day and wrote their other works on the side. It’s sure a whole lot better than selling gasoline to a bunch of angry people who just want to get back to whatever it is they are doing.

Are review shows taking over YouTube?

The first time I discovered YouTube it was to check out a friends short film he had posted to the site. It was a very no-budget 80’s b-action movie rip off. The acting was bad, the story was very basic and the special effects didn’t really exist. But it was a very interesting concept. Broadcast yourself. As a budding filmmaker I was excited for the potential. A world where indie and low budget filmmakers could showcase their works to the world. I immediately grabbed my camera, a group of friends and set out to produce a talk show where we would discuss comic books, video games and movies. I set up a desk, lights, microphones the whole nine yards. I was expecting to utilize this new technology to really capture that dream of alternative, user created content that would lower the barrier of entry.

I first started to notice things weren’t quite going as I pictured when I noticed the insanely popular viral video of two dorks lip syncing to the Mortal Kombat theme son g. While the short video was entertaining, at least good for a chuckle. I was shocked to learn the two who uploaded the video shot to super stardom almost over night. Of course I am referring to Smosh. It soon became a race to be the next viral super star and thus the race to the bottom began. There was that Numa Numa video, Soldier Boy Tell Em, and a host of other copy cats. I hadn’t lost hope yet, I still felt there was a budding film making industry just lying in wait.

Then YouTube was bought out by Google and everything changed. Suddenly the need to get millions of hits in order to attract ad dollars meant that the need to make quality videos that required true creativity was replaced by quick videos to cash in. Sure some decent productions managed to slip through the cracks, but even those had to rely on a gimmick. Shows like Angry Video Game Nerd, Pat the NES Punk and Nostalgia Critic, among dozens of others, quickly resonated with audiences.

Partly cashing in on nostalgia and partly adapting to the changing audience, review shows quickly became the prominent format for the quality film makers to get their product out there. Some, such as the aforementioned Angry Video Game Nerd, would slip in their more creative short films onto their channels as specials or filler to tide their audiences over while they worked on other projects. Others, like Pat the NES Punk embraced the narrative format from the beginning finding creative ways to mask his reviews as miniature episodes of an extended parody show that focused on a character that was obsessed with Nintendo games. Before too long the AVGN videos would also weave narratives and production values into his videos with story lines that spanned entire seasons at times. This continued into the Board James series, a show that reviewed old board games.

In the years following review shows have become a powerful force vying for the attention of the fickle YouTube audience. New short forms of videos have sprung up such as vlogs, unboxing videos and long form videos exist in the form of Let’s Play’s. The haven for budding film students to showcase their creative works was quickly supplanted by culture of becoming the next big viral video.

This presents a problem for the budding filmmakers. Some of these review shows formed out of the need for the film makers to hone their craft of writing narrative videos and editing them into coherent stories while masking them as review shows in order to find an audience. Some of the creators, such as James Rolfe himself, have stated their original desires were to be actual filmmakers and they originally used YouTube as a means to showcase their works. Many of them even uploaded videos outside of YouTube before they realized it was the platform of choice. But has doing so stifled their creativity shoehorning them into roles they might otherwise have been able to break out of had they not fallen into the trap?

The complexities of YouTube’s ever changing advertising policies means that content creators who are in it for the money have to constantly be adapting to what the advertising giant requires. Google makes all of their money off ads and in recent months they have come under fire from advertisers to take a stronger stance on content. This, in turn, has forced the content creators to again adapt their videos to the changing landscape. Many of the review shows do have hints of great, very creative TV shows hidden within them. The trouble is how does a creator, such as Rolfe or his contemporaries, break the mold and release content that doesn’t rely on them simultaneously reviewing a product most don’t even remember that fondly? Even when you look at the AVGN videos, the best videos are the ones where the review takes a back seat to a more compelling narrative story. Perhaps the only way to make great quality videos on YouTube is to build an audience doing review shows before slowing moving onto other types of content?

YouTube Review: FilmmakerIQ

John P. Hess hosts a series of film-school videos that cover a range of topics from the artistic to the technical with histories abounding.

FilmmakerIQ breaks down various aspects of film making and presents them in short lessons for the budding filmmaker, or film enthusiast. The videos often pick a single topic. Sometimes they topics will be technical in nature, such as the history of aspect ratios. Others will be artistic in nature describing a particular technique in detail with illustrations and examples from popular films.

The host of the show presents the topic in a very soothing, professor tone. He uses chalk board animations and sound effects to create the feel of being in a film class with a knowledgeable professor at the helm.

The videos offer great insights into both the history and the practical side of film making. Often times the videos delve into the history of the subject providing examples of the individuals who developed each technique along the way. He even includes examples of famous films from the period to demonstrate whatever principal it is he is discussing.

The production values are quite professional. The videos are well written, well lit and the host often uses props and costumes to accentuate the theme of the video. In terms of quality of content, the videos are not as exhaustive as taking an actual film course or a full-fledged documentary. However they are indeed quite informative. The average video length is over twenty minutes, plenty of time to dig into the history of the topic with solid examples to truly illustrate what is being discussed.

The channel also has a full-fledged website, www.filmmakeriq.com where they offer film courses, critiques, and plenty of advice for budding filmmakers.

Summary: FilmmakerIQ provides easy to digest lessons, tips, and historical perspectives on the aspiring filmmaker or film enthusiast. The host has a clear passion for the content using props, costumes, animations and other effects to provide engaging videos that are both entertaining and informative on the subject. Some videos go into details on the scientific and technical explanations while others take a look at artistic theory and all videos demonstrate knowledge of the subject with clear examples.

 

Rating: 5 stars.

The rise of digital content production

The world is in the midst of a digital revolution. For the past twenty years most popular forms of entertainment have been driven to digital distribution. Radio has been replaced by services such as Spotify or Pandora. Talk radio was given way to the Podcast. Newspapers and magazines are being replaced by Blogs. Even television and film has shifted from theatrical and broadcast distribution as the only method of delivery. The medium itself does not really matter. A well-written editorial piece published for a weblog shouldn’t be any different to the readers than if the same article were published in a print magazine. If digital distribution channels have begun to supersede traditional methods, why hasn’t the digital content producer become equal to the content producers who rely on more traditional, restrictive mediums?

There shouldn’t be any difference between a filmmaker, television producer or a YouTube content creator. At the end of the day, the content is all that matters, the distribution method is just that, a way to consume the content. The writer, photographer, and editor who producers a web series uses the same skills as a team of producers working on a television production all doing the same jobs. What YouTube creators specifically do is create digital content that is consumed using the internet. While a lot of content on YouTube could be considered social media to some extent, there is a host of quality content that itself could easily be mistaken for a medium budget television production.

High production values, good writing, quality editing, and compelling stories are all what makes for a good production. The end product could be streamed via YouTube, in the case of something like the Angry Video Game Nerd. However those same videos are also available for purchase on DVD (and Blu Ray in some cases) where they can be viewed on a more traditional screen in a more familiar setting. Sitting down with a DVD set of AVGN DVD’s, a bag of popcorn and your favorite soda should be no different than having the same experience with a run through of Buffy the Vampire Slayer DVD’s. The only difference is in the actual content itself. Even James Rolfe, the “Nerd” himself has stated his goal was to be a filmmaker. In fact he achieved that goal just a few years ago when he released his feature length theatrical debut in the form of “The Angry Video Game Nerd: The Movie.” I had the opportunity to interview Rolfe during the production phase a few years ago for my college newspaper. Sadly the story wasn’t deemed “local” enough for the editors and it was canned. The point remains the same. Rolfe did not become a filmmaker the day his movie was released to audiences in limited theatrical runs. He was a filmmaker the first time he edited together a series of shots.

Visit FilmmakerIQ and take a trip back in time to look at the history of cinema. The earliest films were little more than just “animated photographs” in essence. They would become more complex over the years as audiences became more invested in the medium. Then Television, or the small screen, threatened the Hollywood system. Television production had it’s start in a similar way as movies. The earliest movies were just experiments. They didn’t become successful until filmmakers learned to create a narrative. Once they discovered to edit shots together they were able to adapt whole plays into motion pictures. Hence why we call the script of a film the screen play. Television got it’s beginnings in radio. The earliest TV stars were just radio performers standing on a stage doing their acts in front of a camera. Not much different than the earliest Angry Nerd videos, or even much of the content that is produced on YouTube these days if you get down to it.

Whether a content creator releases their product via television to audiences over FCC regulated airwaves, projected onto a silver screen in a large auditorium, or streamed over WiFi networks via YouTube, the point is the content is all that matters. Digital content producers deserve the same respect as filmmakers and television producers. In fact many deserve greater respect as they are often one-person shows. When a quality, professionally produced product can be written, shot, edited and dubbed by a single person, or a team of two in some cases, that’s even more impressive than a shoddy production using the best equipment and a team of professionally trained writers, editors, directors and photographers.

 

Getting to know famed video game collector The Immortal John Hancock

When I started getting really into video games I went all in. At the height of my collection I had hundreds of games spanning dozens of consoles. I couldn’t begin to list all of the games I had, but I can tell you the systems I had games for. When I sold off my collection to help pay for college I had an Atari 2600, 5200, Sega Master System, NES, SNES, Genesis, Sega CD, 32X, Saturn, Dreamcast, PS1, PS2, N64, Game Cube, Game Boy, GBA, DS, DS Lite and even a Sega Nomad.
Well none of that amounts to much compared to a “super collector” that goes by the name: The Immortal John Hancock. A middle-aged family man, Hancock hosts a Youtube channel where he talks about his massive collection. How massive is his collection? For starters it was large enough to be featured in a January 2004 article in the Tips N Tricks magazine. Hancock’s collection consists of 26 complete sets. That is, he owns every single retail game released for 26 different systems. Still not impressed? The man has been collecting since the 1970’s.
How does a person find the time to collect all that stuff? It didn’t happen all at once.
“My mother was a collector. I used to go to flea markets with her as a kid. I began collecting carts, comics and figures. The collection evolved into games which I found much more satisfying.” he said.
His first game console he had as a kid was a Radio Shack TV scoreboard. He described it as basically a Pong clone.
As someone who also had a Radio Shack pong system myself as a kid, I find it refreshing to know many of us can still go back to our roots. In fact one of my only 2 true retro consoles remaining is a Sears Super Pong. My other retro console that sits in a box, a dusty old Intellivision 2 with Intellivoice Voice Synthesis Module. What’s interesting about Mr. Hancock is he started by seeking out unique Pong systems.
“I always have had a fondness for collecting pong consoles.  Mostly due to them being forgotten by others.  I just picked them up along the way due to being very affordable.” he said.
As a family man he enjoys sharing his collection with his wife and kids.
“My game collecting is something that I can share with my kids.  I always try to remember balance.   More strengthens my bond with my kids.” he said.
He also enjoys the support of his wife in his endeavor.
“My wife does not collect but she supports my hobby and I return the favor by not having it affect our relationship in a negative way.”
he added.
So what games do his kids enjoy? Well probably the same ones we all did when we were kids.
He said, “My kids love Nintendo and playing on games like Smash Bros or Mario Kart on the Wii U.  ARMS on the Switch is also a favorite.  Hard to say if they like video games the way I like them, but I can see them carrying on the mantle of at least playing video games with others.”
In recent years he has stated one of his goals is to some day see his games in a museum. Preservation has become more of a focus of his in the last 10 years. He is currently building a new game room onto his house to showcase his collection to his Youtube followers. His internet fame has begun to get him and his wife noticed. He said he gets noticed more at shows or conventions, and it hasn’t had any negative impact on his life to date.
A no regrets kind of guy, he has stated he doesn’t give much thought to his legacy after he is gone. He prefers to just do his best to be as good a person as he can.
“[I] ry to do my best as a human being whatever I do each and every day.   Teaching, talking, and interacting with others each day gives an opportunity to make a difference.” he said.
Speaking of teaching, aside from being a public figure on Youtube, he is also a school teacher. We all had that one school teacher that stood out for us. For me, when I was in grade school I had a teacher that would keep me after school to teach me BASIC programming on the classroom’s Apple II computer. At the end of the school year, I was able to demonstrate my programming ability to the class by showing off the program I had written. It was a monochrome bit map recreation of the Death Star from Star Wars. It was programmed line by line. It sort was sort of animated but not much. To me it was just really cool to have a teacher that recognized my potential outside of the classroom to give me that opportunity. Mr. Hancock has demonstrated that himself by using his video games to teach his students.
“I offer my kids experiences playing classic gaming at the end of the year. This last year my students got to play the original Oregon Trail.” he said.
He also shared he gives considerable thought to his students who has also impacted his own life.
His true goal is preservation. He wants to tell the story of gaming history and keep an objective outlook on the early days of video games. He shares his collection through his own channel, The Immortal John Hancock, and with his friend MetalJesusRocks, who helped launch his channel, and his friend Drunken Master Paul, also on Youtube, who helped give him the nickname that has become a part of his branding.
As I look back on the games I gave up in order to fund my college education I find solace knowing there are people out there that aren’t chasing down the rare games just to horde them, you have people like The Immortal John Hancock, and others, actively trying to preserve video game history. I can’t even begin to imaging ever building my collection back up to where it was so I can at least tell people about this interesting man whose videos often remind me of all the fun I had chasing down those rare video games. Maybe someday I will get back into it, for now I will gladly keep an eye on my subscription feed for a new video from The Immortal John Hancock. You can find John Hancock on Twitter and Facebook.

Contemplating the Netflix purchase of comic book imprint Millarworld

The Spiders Lair is not a news site first and foremost. Obviously nobody is learning about this news by coming here. Still this is big enough I wanted to get something down before the dust settles.

According to reports Netflix is purchasing an indie comics company called Millarworld. Apparently it’s the publishing house that does Kick-Ass and Kingsmen, among other comics I never heard of. At first that sounds like a pretty big deal. Especially when you take into account their current deals with Marvel. Netflix could soon become the premiere streaming service for quality, comic book content.

Of course the only two comics they make I know about are the very two not included in the purchase. What does this mean in the grand scheme of things? On the surface, very little. Netflix has never out right purchased another company before. By picking up a comic book imprint the idea sounds good. If they can develop enough titles into quality movies and shows for their service, combined with the already fantastic Marvel shows they have, other publishers could come on board. I think the far reaching implication would be for more indie developers to bring their titles to Netflix for production. This could mean we could start seeing shows based on comics that aren’t as mainstream as Marvel and DC without having to go through the Hollywood studios. This could be a game changer depending on how things work out.

Imagine as more comic book fans start to discover all the good shows and movies they want to watch are coming to Netflix. This could snowball where all the content creators scramble to get their indie comic characters turned into a Netflix series. I would LOVE to see a Gen 13 show or even a revived Buffy with a new lead. Oh, I guess if they wanted to they could go the animated route too. I just wish they would use their licensing deals to pick up a few more classic animated comics based shows like the original TMNT cartoon or even some X-Men the Animated series. When I first discovered Netflix they had a ton of those types of shows. Now they have a few here and there. I don’t think the quality has declined much. I just don’t think they need to abandon old shows entirely to make room for new content. I would prefer they found a better balance between the two.

AS of right now this is more akin to when Hasbro bought the rights to Atari back in the 90’s. They are getting some new properties but are they really going to have the impact Netflix desires? A real game changing deal would have been if they picked up Image, Malibu, or even Dreamwave, at least then you are getting a solid blend of well known and indie comics. Here you are basically getting 4th tier comics from a very small specialty publisher. Not a bad deal, it’s still new content but seriously if you have to Google what their titles are it’s not like they are making waves. I mean I read comics, I go to Free Comic Book Day. And I wasn’t that familiar with this company. I loved Kingsmen and Kick-Ass but since those two aren’t a part of this deal I am not even sure how much of an impact this will truly make. All in all I will just take a wait and see approach. Since I haven’t really even been paying attention to Netflix in quite a while I am certain this won’t really affect me all that much anyways.

What if… retrospective: The TurboGrafx-16

The TurboGrafx-16 (TG16) is quite an oddity. Much like the doomed Sega Dreamcast nearly a full decade later, this game machine would be plagued as a mid-generation release that failed to catch on. Much speculation has been banded about on the internet on why it failed. Discussion forums are littered with topics discussing what could have been done differently. In this retrospective I will take a look at a few factors that are often overlooked in why this machine failed. First, I am mostly talking about within the context of the North American (mostly United States) market. While it is true the system performed better in Japan than it did in the US, and there is some doubt if it even existed in Canada at all, it still can be deemed a failure world wide by every measure. In fact, it didn’t even make it to the PAL region. Let’s dig in.

Usually two topics get brought up first when discussing the TG16. The first is Nintendo’s illegal exclusivity contracts in North America that would prevent third party companies from releasing games on the system. Often fans of the system will state that if it had better 3rd party support it would have sold more systems. While it is typically pretty obvious more games makes for a more attractive market, it’s not always the case. But let’s not get ahead of ourselves. Hudson could have found a way around this by vetting developers and publishers who weren’t even making games for the NES at the time. So that argument holds little weight, Sega was able to get plenty of support for the Sega Master System (SMS) and they sold quite a few more consoles and games than TG16, all on inferior hardware.

So first let’s look at the games that did come to the system. Despite most of what die hard fans will tell you, there are a few false statements often repeated about the TG16 library. The first is that the console had a great library of arcade style scrolling shooters, also known as shoot-em-up’s or shumps to some. The fact is, however, the NES, SNES and even Sega Genesis ALL had more shooters released for their consoles than TG16. The myth it is a shooters dream console is false. The reason this myth is spread has some merit. There is a significant percentage of games for the console that are, in fact, quality shooters. The problem is, there are only 94 games total for the console. So that means the fewer than 21 total shooters on the console stand out as the dominant genre by default. If roughly one forth of your consoles entire library is made up of a single genre, it stands to reason people will gravitate to that genre. No arguments there, the shooters on the console are all quality titles. Of course many fans today are looking at the ENTIRE library as a whole. They forget that for the super vast majority of gamers in the 1980’s when the console was sold people didn’t import as much as they do today. So when you add in all the PC Engine games to the list, especially when you take into account people playing these games using emulators, you start to see a skewing of the facts.

The thing is, it doesn’t matter how many arcade games were released in Japan at the time. When discussing why the console failed it is essential to do so within the scope of the time it was released. In this case it was 1987. This is important because those 94 games that made it to US shores, weren’t all available the first year. Keep in mind you have to look at it on a month to month basis. As a consumer in the late 1980’s even if you were contemplating getting a TG16. Either you were getting tired of the NES, or perhaps you never had the NES and were wanting to upgrade from your Colecovision console or something else. Maybe you were a PC person looking for a new console. Whatever your motivation for wanting one you always have to look at the games first. Everyone talks about how abysmal Keith Courage was as a pack in title. The problem is if you look at the console market at the time, pack in titles were relatively new concept. It really started with Super Mario Bros. on the NES. So when you talk about game consoles you can’t really put too much weight into what pack in title was included. Remember even today pack ins are rare and they were a BRAND NEW concept in the mid-80’s. It’s a fallacy to believe just packing in a different game would have enticed more users. Why? Because if the games that were sold separately weren’t going to convince you to buy the system, throwing on into the box for free wasn’t going to make a difference either. With pack in titles it’s always a gamble. Even when it works like with Wii Sports or SMB, or even Sonic the Hedgehog, it’s still a big risk when the publisher is missing out on all those extra sales. It’s at best a gimmick marketing tactic that is rarely used in the grand scheme of things.

Still, since it gets tossed out let’s debunk the myth anyways. My question is, if not Keith Courage then what? It couldn’t be an arcade shooter. Remember 2 facts, first at the time it was a NEW console so gamers wouldn’t be able to predict it would become a haven for shooters. 2nd, despite being popular among retro enthusiasts, even at the time shmups are NOT that popular. No console in the history of consoles ever packed in a shooter even if they did pack in a freebie. The reason is shooters have a low appeal. Even the best quality shooters only appeal to maybe a tenth of a consoles entire userbase. That is why they are so rare. Even to this day the number of shooters released is small and the ones that do get released are done in very limited runs. Newsflash, that was the SAME back then, why do you think all those so-called “gems” are so damn hard to find? Because, NOBODY BOUGHT THEM. They didn’t sell. There is no chance in HELL a shooter was going to sell the main stream gaming audiences on an untested console. Even the often cited spectacular R-Type, wasn’t exclusive to the console. Sure the NES port has issues, but honestly you are talking a small percentage of your gamers that even want a shooter, even smaller sub-set of those that care about a superior port elsewhere. That’s why when a shooter does become popular it’s some low budget throwaway title in the bargain bin. Gamer’s don’t spend money on them, only collectors do and only in hind sight because they are told to more often than not. Even me, someone who does occasionally enjoy the shooter game, wouldn’t rush out and buy a console even for the most perfect shooter. They are fun, in small doses but they are usually very remnants of older arcades.

Okay if not a shooter then what? The next game often cited is Bonk’s Adventure. That WAS a pack in just as soon as they game was released. But even that didn’t really move units. Again for as much fun as Bonk is, it’s only half as much fun as Sonic, which itself is probably half the fun of Mario. By order of transference Bonk’s Adventure wasn’t a great enough of a game to really convince people to give up their Mario machines. Sonic came close but it took a lot more than one game to get Sega on the map.

I try to be reasonable. I looked at the entire library and to be honest I could not find a single game that stood out as good enough to convince me to pick up a TG16 over an NES. Now I know it comes down to preferences, and I am NOT trashing the console just examining what if scenarios.

So what if it had a BETTER pack in comes down to, no real impact. I can’t imagine Hudson having it in them to imagine a game that would have that appeal. Some would argue Bomberman. I would reply, even the best Bomberman games didn’t help the Saturn, N64, Dreamcast or Gamecubes so sorry nope. Unfortunately there isn’t a single, stand out game on the console.

That takes us back to the first point, Nintendo’s illegal strangle hold on the market. It is well documented Nintendo forced publishers to sign contracts disallowing them from making games on competing consoles. Even if you tried to argue TG16 wasn’t an 8-bit system so it technically wasn’t competing, that wouldn’t pass mustard because Hudson referenced NES in their marketing.That leaves us to wonder then, what games could have potentially been developed on the console that weren’t.

Even if you take the 3rd party deal out of the picture and pretend the Turbo could get any old developer to make games for it. Remember the NES launched with barely 18 games. Now it had a POWERHOUSE launch combo with SMB/Duck Hunt that TG16 didn’t even have in its entire lifespan. So you get ONE shot to entice gamers to pick your machine over theirs. It took Nintendo 2 full years to get the 3rd party support we remember. If TG16 launched in 1987 that means it wouldn’t even begin getting the same level of games as NES until around 1989. That would be a full year into Genesis’s life and the Genesis could be cited as more of the death of the TG16 than anything else. Despite all the flaws of the SMS and the shortcomings of the TG16. Sega DID manage to get a quality launch period stash of games on the market. While Altered Beast is not fondly remembered today, when it released it was somewhat impressive. The scrolling levels, the large sprites, the transition animations, the cut scenes, and the compressed audio voices were all very big deals in 1989. So even if you look at the top tier NES games, let’s assume Castlevania, Mega Man, Contra, Ninja Gaiden and maybe even Double Dragon all have quality ports on Turbo by the time Sega launches. Fair enough, however some of those games did get ports on other consoles, and there is a Castlevania on the doomed Turbo CD (but that’s an entirely different story.) You have to keep in mind 1, how long it takes to port a game over, and 2 the cost to do so. Most 3rd parties wouldn’t have jumped ship to support an untested console when NES was doing so well so let’s just assume it still struggled. I can imagine it doing slightly better but remember NES was NOT successful because of games alone. Nintendo were masters of marketing their toys to kids at that time. So you have to look at the marketing along side the games issue.

Marketing can sink a good product and prop up a terrible product in the short term. Now for all intents and purposes, the TG16 is actually a decent product, sort of. It was more powerful than NES, but not as powerful as Genesis and SNES. Those would be the main consoles it had to compete with. Again NES would have still been replaced with SNES by 1991 even if the TG16 was successful, even more so because Nintendo would have felt threatened. So let’s look at just marketing. TG16 was ONLY sold in very big cities with populations over 1 million people. This is well documented. It was also ONLY marketed in the major cities where it was sold. This left consumers like me in the middle of no where Kansas reading about it in comic books and magazines sold nation wide, but I was not able to just walk into my local Sears, Radio Shack or K-Mart and pick one up. If I can’t find it how can I buy it? And you know what, I can say this with some degree of certainty because despite the flawed marketing strategy overall, it sorta worked because I DID want one. Even if it had a “killer app” pack in I still couldn’t have gotten my hands on one without great effort.

The 1-2 punch of lack of 3rd party support and terrible marketing is often given as the reason for it’s downfall. Now let’s go back to games and see if maybe Hudson could have done more even within the framework of Nintendo’s monopoly. Going back to the question of which game would have been a better pack in. When I look at why gamers wish for more games on the beloved TG16 I often remember its because they see the potential and wish it would have been realized. So let’s just assume they marketed it better, maybe localized a better Japanese games for the launch and it sold enough to at least get attention of developers that weren’t locked into contracts with Nintendo. Who does that leave?

The obvious choice is Atari first. Why them? Simple, they were willing to release games through their Tengen label on the NES. It stands to reason they would have seen dollar signs on TG16 if they saw an opportunity to get superior ports of their games on a competitors console. Why didn’t this happen? It’s often stated, obviously, because they were still marketing the 7800 at that time. False. You see Atari split into two companies following Time Warner selling them off. Tengen was a branch of the arcade division, the company that made Gauntlet and NARC, among others. The company that owned the rights to the Atari arcade catalog, the ones publishing under the Tengen brand, wouldn’t care about the 7800 at all, that was the home computer branch which would go on to release the Jaguar before dying. The arcade division would go through a few different sellers. This is important because while true Tengen did release games for the Sega Genesis, they did so as authorized 3rd party licensees unlike with Nintendo where they did so technically illegally.

Then why couldn’t they release games for TG16? Okay, the reason was business. Again by the time the TG16 released it was already doing poorly. Those Tengen games didn’t even come to the NES until the time when Hudson was scrambling to get their console into homes. Atari Games would have looked at the TG16 and seen it was doing poorly and considered it too risky to put games out for it. Hudson recognized the need for those games so they did license some themselves as Sega was doing with SMS, but it was too little effort as it just spread them too thin. Then why did they make games for Sega? Simple, whereas the TurboGrafix launched to abysmal sales in the US, the Genesis took off basically overnight by comparison. It was a hot item kids wanted. The marketing was perfect, the games were fantastic, the console looked futuristic by comparison. I am not saying all this as a die-hard Sega fan. Remember before I discovered Sega I did want a TG16. What pushed me over the top was, of course, Sonic. That’s another story for another day.

Even if we ASSUME the marketing was better and we assume Tengen was on board because why not. That’s still barely what, 20 or so games they released for the NES? Even if they ported every single one to the TG16, would it have really made that much of a difference? I mean okay, is Gauntlet or Alien Syndrome really going to get you to buy a system that Splatter House or Bonk’s Adventure didn’t already sell you on? Even if you add the ENTIRE Tengen (Atari Games) library, and you throw in a few NEW arcade ports here and there, we’re talking about not 2nd tier, not 3rd tier, Atari was making 4th and 5th tier games at this point. Sure that’s about on par with the slop Hudson was dumping onto the TG16, a few hidden gems aside. Looking at it this way, I still can’t see the TG16 doing much better. But, let’s keep going. Which developers weren’t locked into contracts with Nintendo at this time? Well I am not going to bring up the unlicensed NES crap games that sell for tons of money, because they all sucked and were only on the system as shovel ware because it sold so well. A dying console doesn’t get shovel ware unless the 1st party developer is making it themselves.

We could look to the PC scene. If you remember the NES did get a ton of Commodore 64, Apple II and PC DOS games ported to it. The problem is they came later in the life when it was more affordable to do so. Still let’s examine this as a potential for games. Remember I am assuming no NEW games were going to magically get made. Developers only have so much inspiration and I can’t believe for 1 second that just because they were making a game for the TG16 instead of Apple or Amiga they would miraculously be inspired. That is not how art works. That leaves companies like EA, Epyx, Sierra Online, LucasArts and SSI. All of these companies mostly avoided the NES until t was firmly established as a must own console everyone needed to get their game on. Each of these developers shined on the PC at the time. Here is why I find it unlikely you would have gotten them to port games over to TG16 (not talking Turbo CD here that’s whole other article.) These companies were large publishing houses, but they didn’t develop games for the most part. Lucas being the major exception. So what you have is a case where developers might have wanted to tinker with the guts of the PC Engine as it was known in Japan, their publishers would have said no. I have been talking within the framework of the launch window to the release of the Genesis and SNES. In order to assume the TG16 would have been more successful over all it would have had to be more so out the gate. If you consider that then which game developers making powerful graphic adventure games that use up tons of memory are going to release their games on tiny HuCards? Keep in mind even with the CD add on these companies largely ignored ignored the platform entirely. The reason it took later for them to get games on the NES was because it took that long for Nintendo to develop larger carts. Remember Legend of Zelda was originally released in Japan as a floppy disk game, something you could do with a computer but not a console. The floppy drive was not sold in NA, therefore Nintendo had to find a way to squeeze the game onto a cart. The solution was larger carts that could hold more data.

Even if you scour the entire library of games that were released for Commodore, arcades, PC, DOS, Apple, etc., that didn’t get ports to NES, it’s remained unlikely many of them, if any, would have been ported to the TG16 anyways. At most I figured maybe 30-40 games would have been released over the 94 that were, again maybe half of those in the time span it would have made a difference. By going through all the variables I discovered there was just nothing Hudson and their partners could have done to make it a success in the States. The deck was stacked against them from the start. Even if that mysterious pack in game that doesn’t exist was available, and the console was sold at every toy and department store in America, the things Hudson could control, they couldn’t force developers to make games for their console and even if they could, consumers still might have passed up on it. No matter how you examine it I truly believe the TG16 was always doomed to fail. Remember Genesis was right around the corner, SNES right behind that and before long you had so many games and consoles on the market the TG16 was always going to get lost in the shuffle. At best you might have gotten a dozen or so ports of games from Tengen and a few high profile PC ports that didn’t require large amounts of storage space. Even with all things in Hudson’s favor the system was doomed from the start. In a way it’s a shame because the console really isn’t half bad. If it wasn’t so expensive due to how rare it is, I might be temped to pick one up one of these days. As it is the machine is forgotten by the same people that mostly didn’t even know it existed. The library is ripe to be discovered through modern means, however, so there are still good games worth looking into these days. As I tried to think of any scenario, aside from Nintendo going out of business, there wasn’t anything that would have made it the success it’s die hard fans often wish for.